
A "feat of strength" achievement may be unlocked by killing the brutalisk with the warbot clear the cargo bay without activating the warbot, then activate it and bring it to the brutalisk chamber. Use Raynor to absorb the brutalisk's attacks and use the plasma gun.

The brutalisk may be killed for zerg research points. Releasing and fighting the brutalisk is optional. The next beacon shows a restrained brutalisk in the next room, and gives options for reinforcements: eight marines, three marines and three medics, three marauders, or four firebats. A grenade pick-up is also in the next stretch. Saving it for the brutalisk however will make the bonus objective much easier and will grant the player a secret Feat of Strength achievement. The warbot benefits from health pick-ups. The missiles are good for the vikings and siege tanks, and possibly a thor, in the cargo bay. warbot the warbot may be armed with anti-infantry napalm, all-purpose cannons or anti-armor missile pods.

The beacon shows Dominion forces in the cargo bay beyond and allows the activation of an allied A.R.E.S. A small chamber in the next room contains a plasma gun weapon and a health pick-up.ĭown the ramp outside is another plasma gun pick-up and a beacon. Destroy the pen they emerge from to find the first protoss artifact. Enemy strength and releasable units change with difficulty. The next beacon unleashes a mass of zerglings, zealots or ultralisks on the Dominion defenders in the next room. The hallway to the next lab contains several enemies and a grenade pick-up. The lab accessed afterwards has a holding pen that will regularly spawn zerglings to attack, the pen can be destroyed normally or with Raynor's breaching charge. The first beacon gives a view of the next room with enemy and the option to activate gun turrets on either side of the room to fight the Dominion troops inside. Use Raynor's blasting charge on the door, but stand back since they deal splash damage. The initial force consists of Raynor, five marines, and two medics. Save the weapon abilities for the second part. Each ability has limited ammunition additional pick ups give additional ammunition. The hand grenades, plasma gun ammo and chrono-rift devices each give Raynor a new ability when acquired.

In the first part, beacons give options to help surmount obstacles. The first is to destroy the fusion reactor and release a powerful hybrid, and the second part is fleeing from it. Plot option ends here Gameplay Beacon Options and Items Aftermath Main article: campaign quotations The Raiders barely managed to escape by stealing a Dominion Hercules dropship. However, the explosion released a very powerful hybrid reaver and the rebels were forced to flee as the facility began to collapse. Raynor decided to destroy the facility by blowing up the reactor. Upon reaching the science lab they discovered a hybrid cloned several times, and other experiments being conducted on captive protoss and zerg. Raynor and a marine team infiltrated the facility using breaching charges to blast their way in and security codes within the documents to hack the security systems. The Raiders became suspicious of why Mengsk would give such an order, and decided to investigate. The documents contained the location of a bio-weapons research installation orbiting Castanar, and an order to liquidate its personnel. The Raiders recovered secret Dominion documents during a raid on Korhal.
